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Editing Existing Force Powers in TSL


Farrok

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i'm attempting to make the durations for most buffs last longer, but simply editing the DUR on the Sp_CalcDuration( DUR ) line for each spell doesnt seem to do it, nor does removing the fDuration float call on the SpApplyEffects line and replacing with a number, say 60. (i find it rather aggravating to worry about buffs every 20 seconds, especially with the hardcore mods...i find it nice when they last an entire fight, which they rarely did even without the beancounter's mod)

 

so, i had success editing the duration in KOTOR1, but TSL is being recalcitrant. has anyone done this and how?

 

Also, i was thinking it'd be neat to make some of these force buffs toggles that reduce force regen and eventually slowly drain it, but i'm not really sure where to begin or how it would work exactly, especially since force regen is essentially nil in combat anyway. ideas?

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Strange, works just fine for me to alter the duration.

 

Perhaps a stupid question, but are you recompiling the k_sp1_generic.nss file with the correct modified k_inc_force.nss file in the same folder as the compiler?

 

If nothing happens it sounds like the compiler isn't using your modifications.

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yeah, i am, and i didnt notice before, but its not that the duration isnt changing, its that the force powers dont seem to be working at all...i cast and nothing happens. if i load a savegame in which i'm already effected by a force power, it simply removes...here's exactly what i did:

 

used kotor tool to extract k_inc_force.nss, k_sp1_generic.nss, and nwscript.nss into a folder containing nwnnsscomp.exe.

 

i then edited the k_inc_force.nss force powers of speed aura and valor such that sp_calcduration( DUR ) where DUR is changed from the default value to 60.0

 

i then save that, open the command prompt, go to the folder containing these files, and execute "nwnnsscomp -c k_sp1_generic"

 

i then copy k_inc_force.nss, nwscript.nss, and all the k_sp1_generic files into the Override directory. am i missing something?

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Those sound like the right steps to me, other than the need to put the .nss files into the override (just k_sp1_generic.ncs is required).

 

Are you using Fred Tetra's 1.02 version of nwnnsscomp.exe then? I'm still using HazardX's port of Torlack's .exe where -v1.00 is a required argument to use when compiling. If not, you may want to try recompiling with the -v1.00 argument.

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Those sound like the right steps to me, other than the need to put the .nss files into the override (just k_sp1_generic.ncs is required).

 

Huh?!

I think I didnt uderstood right, lemme ask again.

It's supposed to put only the k_sp1_generic.ncs in the Override or do I have to put all the other .nss?

I'm asking this cuz I have that script to change several powers but I only putted the k_sp1_generic.ncs in the Override.

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  • 3 weeks later...
Originally posted by Farrok

i'm attempting to make the durations for most buffs last longer, but simply editing the DUR on the Sp_CalcDuration( DUR ) line for each spell doesnt seem to do it, nor does removing the fDuration float call on the SpApplyEffects line and replacing with a number, say 60. (i find it rather aggravating to worry about buffs every 20 seconds, especially with the hardcore mods...i find it nice when they last an entire fight, which they rarely did even without the beancounter's mod)

 

so, i had success editing the duration in KOTOR1, but TSL is being recalcitrant. has anyone done this and how?

 

Also, i was thinking it'd be neat to make some of these force buffs toggles that reduce force regen and eventually slowly drain it, but i'm not really sure where to begin or how it would work exactly, especially since force regen is essentially nil in combat anyway. ideas?

Force duration should be modified in void Sp_RunForcePowers() function in "k_inc_force.nss".

 

I think there aren't an negative force regen effect, and I don't think you can apply an negative force regen item effect.

 

So I modified k_hen_heartbt01.nss and spell.2da to do the trick, make SPEED a toggle force.

 

I will do more modification to force armor, apply alignment adjust to them , then try to figure out some way to deal the multi-target friendly force powers like master valor.

 

Finally, I want to limit the force powers can be used at the same, maybe I'll limit the number by checking WIS mod, so any Jedi with WIS 12 can only activate one force power at a time, and a Jedi with WIS 10 can't use any of these modified force powers.

 

You can download the first version of my toggle-force powers mod from here:

http://www.daiseki.com.tw/~lichih/ConstantForces.rar

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